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C4SolidMask.cpp
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1 /*
2  * OpenClonk, http://www.openclonk.org
3  *
4  * Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
5  * Copyright (c) 2009-2016, The OpenClonk Team and contributors
6  *
7  * Distributed under the terms of the ISC license; see accompanying file
8  * "COPYING" for details.
9  *
10  * "Clonk" is a registered trademark of Matthes Bender, used with permission.
11  * See accompanying file "TRADEMARK" for details.
12  *
13  * To redistribute this file separately, substitute the full license texts
14  * for the above references.
15  */
16 
17 /* Solid areas of objects, put into the landscape */
18 
19 #include "C4Include.h"
20 #include "landscape/C4SolidMask.h"
21 
22 #include "graphics/C4DrawGL.h"
23 #include "graphics/CSurface8.h"
24 #include "graphics/StdPNG.h"
25 #include "landscape/C4Landscape.h"
26 #include "landscape/C4Material.h"
27 #include "object/C4Def.h"
28 #include "object/C4GameObjects.h"
29 #include "object/C4Object.h"
30 
31 
32 void C4SolidMask::Put(bool fCauseInstability, C4TargetRect *pClipRect, bool fRestoreAttachment)
33 {
34  // If not put, put mask to background,
35  // storing background pixels in cSolidMask.
36 
37  // No mask
39  // Contained
40  if (pForObject->Contained) { iAttachingObjectsCount = 0; return; }
41  // Mask is put
42  if (fCauseInstability) CheckConsistency();
43 
44  bool RegularPut;
45  if (!pClipRect)
46  {
47  // Regular Put: Update MaskPutRect and MaskPutRotation
49  pClipRect = &MaskPutRect;
50  RegularPut = true;
51  }
52  else
53  {
54  // Reput by C4SolidMask::Remove
55  // Don't change MaskPutRotation or MaskPutRect
56  // Intersect ClipRect with the MaskPutRect
57  if (!pClipRect->ClipBy(MaskPutRect)) return;
58  RegularPut = false;
59  }
60  // Get mask surface
61  CSurface8 *pSolidMask = pForObject->Def->pSolidMask;
62  // Put mask pixels
63  int xcnt,ycnt,iTx,iTy;
64  BYTE byPixel;
65  // not rotated?
66  if (!MaskPutRotation)
67  {
68  // calc put rect
69  if (RegularPut)
70  {
71  int ox, oy;
74  MaskPutRect.x = ox;
75  if (MaskPutRect.x < 0) { MaskPutRect.tx = -MaskPutRect.x; MaskPutRect.x = 0; }
76  else MaskPutRect.tx = 0;
77  MaskPutRect.y = oy;
78  if (MaskPutRect.y < 0) { MaskPutRect.ty = -MaskPutRect.y; MaskPutRect.y = 0; }
79  else MaskPutRect.ty = 0;
80  MaskPutRect.Wdt = std::min<int32_t>(ox + pForObject->SolidMask.Wdt, ::Landscape.GetWidth()) - MaskPutRect.x;
81  MaskPutRect.Hgt = std::min<int32_t>(oy + pForObject->SolidMask.Hgt, ::Landscape.GetHeight()) - MaskPutRect.y;
82  }
83  // fill rect with mask
84  for (ycnt=0; ycnt<pClipRect->Hgt; ++ycnt)
85  {
86  BYTE *pPix=pSolidMask->Bits + (ycnt+pClipRect->ty+pForObject->SolidMask.y)*pSolidMask->Pitch + pClipRect->tx + pForObject->SolidMask.x;
87  for (xcnt=0; xcnt<pClipRect->Wdt; ++xcnt,++pPix)
88  {
89  if (*pPix)
90  {
91  // solid mask present here
92  // calc position in landscape
93  iTx=pClipRect->x+xcnt; iTy=pClipRect->y+ycnt;
94  // is background mat to be stored? always do this in the given rect
95  if (!MaskPut)
96  {
97  // get background pixel
98  byPixel=::Landscape.GetPix(iTx,iTy);
99  // store it. If MCVehic, also store in initial put, but won't be used in restore
100  // do not overwrite current value in re-put issued by SolidMask-remover
101  if (!IsSomeVehicle(byPixel) || RegularPut)
102  pSolidMaskMatBuff[(ycnt+pClipRect->ty)*MatBuffPitch+xcnt+pClipRect->tx]=byPixel;
103  }
104  // and set mask
106  }
107  else
108  // no SolidMask: mark buffer as unused here
109  if (!MaskPut)
110  pSolidMaskMatBuff[(ycnt+pClipRect->ty)*MatBuffPitch+xcnt+pClipRect->tx]=MCVehic;
111  }
112  }
113  }
114  else
115  {
116  // calc matrix for given rotation
118  Mb1 = Sin(itofix(-MaskPutRotation)), Mb2 = Cos(itofix(-MaskPutRotation));
119  // get upper-left corner of landscape copy rect
120  int centerx = pForObject->Def->Shape.x + pForObject->SolidMask.tx + pForObject->SolidMask.Wdt / 2;
121  int centery = pForObject->Def->Shape.y + pForObject->SolidMask.ty + pForObject->SolidMask.Hgt / 2;
122  int xstart = pForObject->GetX() + fixtoi(Ma1 * itofix(centerx) - Ma2 * itofix(centery)) - MatBuffPitch / 2;
123  int ystart = pForObject->GetY() + fixtoi(-Mb1 * itofix(centerx) + Mb2 * itofix(centery)) - MatBuffPitch / 2;
124  // store put rect
125  if (RegularPut)
126  {
127  MaskPutRect.x = xstart;
129  else { MaskPutRect.tx = 0; MaskPutRect.Wdt = 0; }
130  MaskPutRect.y = ystart;
132  else { MaskPutRect.ty = 0; MaskPutRect.Hgt = 0; }
133  MaskPutRect.Wdt = std::min<int32_t>(xstart + MatBuffPitch, ::Landscape.GetWidth()) - MaskPutRect.x;
134  MaskPutRect.Hgt = std::min<int32_t>(ystart + MatBuffPitch, ::Landscape.GetHeight()) - MaskPutRect.y;
135  }
136  // go through clipping rect
137  const C4Real y0 = itofix(pClipRect->ty - MatBuffPitch/2);
138  const C4Real x0 = itofix(pClipRect->tx - MatBuffPitch/2);
139  iTy=pClipRect->y;
140  int32_t w = pForObject->SolidMask.Wdt;
141  int32_t h = pForObject->SolidMask.Hgt;
142  int32_t mx0 = pForObject->SolidMask.x;
143  int32_t my0 = pForObject->SolidMask.y;
144  C4Real ya = y0 * Ma2;
145  C4Real yb = y0 * Mb2;
146  for (ycnt = 0; ycnt < pClipRect->Hgt; ycnt++)
147  {
148  iTx=pClipRect->x;
149  int i = (ycnt + pClipRect->ty) * MatBuffPitch + pClipRect->tx;
150  C4Real xa = x0 * Ma1;
151  C4Real xb = x0 * Mb1;
152  for (xcnt = 0; xcnt < pClipRect->Wdt; xcnt++)
153  {
154  // calc position in solidmask buffer
155  int32_t iMx = fixtoi(xa + ya) + w / 2;
156  int32_t iMy = fixtoi(xb + yb) + h / 2;
157  // in bounds? and solidmask?
158  if (iMx >= 0 && iMy >= 0 && iMx < w && iMy < h && pSolidMask->_GetPix(iMx+mx0, iMy+my0))
159  {
160  // is background mat to be stored?
161  if (!MaskPut)
162  {
163  // get background pixel
164  byPixel=::Landscape._GetPix(iTx,iTy);
165  // store it. If MCVehic, also store in initial put, but won't be used in restore
166  // do not overwrite current value in re-put issued by SolidMask-remover
167  if (!IsSomeVehicle(byPixel) || RegularPut)
168  pSolidMaskMatBuff[i + xcnt] = byPixel;
169  }
170  // set mask pix
172  }
173  else if (!MaskPut)
174  // mark pix as unused in buf
175  pSolidMaskMatBuff[i+xcnt] = MCVehic;
176  xa += Ma1; xb += Mb1;
177  ++iTx;
178  }
179  ya += Ma2; yb += Mb2;
180  ++iTy;
181  }
182  }
183  // Store mask put status
184  MaskPut=true;
185  // restore attached object positions if moved
186  if (fRestoreAttachment && iAttachingObjectsCount)
187  {
189  int32_t dy = pForObject->GetY() - MaskRemovalY;
190  if (dx != Fix0 || dy != 0)
191  for (int i = 0; i < iAttachingObjectsCount; ++i)
192  {
193  C4Object *pObj = ppAttachingObjects[i];
195  if (!pObj->Shape.ContactCheck(fixtoi(pObj->GetFixedX()+dx), fixtoi(pObj->GetFixedY()+dy)))
197  {
199  pObj->MovePosition(dx, itofix(dy));
200  }
201  }
202  iAttachingObjectsCount = 0;
203  }
204 
205  if (fCauseInstability) CheckConsistency();
206 }
207 
208 int32_t C4SolidMask::DensityProvider::GetDensity(int32_t x, int32_t y) const
209 {
210  // outside SolidMask: free
211  x -= rSolidMaskData.MaskPutRect.x;
212  y -= rSolidMaskData.MaskPutRect.y;
213  if (!Inside<int32_t>(x, 0, rSolidMaskData.MaskPutRect.Wdt-1)
214  || !Inside<int32_t>(y, 0, rSolidMaskData.MaskPutRect.Hgt-1))
215  return 0;
216  // check put mask. Easy for unrotated
217  BYTE pix;
218  if (!rSolidMaskData.MaskPutRotation)
219  {
220  CSurface8 *pSolidMask = rSolidMaskData.pForObject->Def->pSolidMask;
221  if (!pSolidMask) return 0; // can't really happen
222  pix=pSolidMask->_GetPix(x+rSolidMaskData.pForObject->SolidMask.x+rSolidMaskData.MaskPutRect.tx,
223  y+rSolidMaskData.pForObject->SolidMask.y+rSolidMaskData.MaskPutRect.ty);
224  if (pix == 0xff)
225  return C4M_Vehicle;
226  else
227  return 0;
228  }
229  else
230  {
231  // Using put-buffer for rotated masks
232  // for SolidMask-pixels not put because there was another SolidMask already, this will not return solid
233  pix=*(rSolidMaskData.pSolidMaskMatBuff+(y+rSolidMaskData.MaskPutRect.ty)*rSolidMaskData.MatBuffPitch+rSolidMaskData.MaskPutRect.tx+x);
234  if (IsSomeVehicle(pix))
235  return 0;
236  else
237  return C4M_Vehicle;
238  }
239 }
240 
241 void C4SolidMask::Remove(bool fBackupAttachment)
242 {
243  // If put, restore background pixels from buffer
244 
245  // Not put
246  if (!MaskPut || !pSolidMaskMatBuff) return;
247 
249 
250  // reput background pixels
251  for (int ycnt=0; ycnt<MaskPutRect.Hgt; ++ycnt)
252  {
254  for (int xcnt=0; xcnt<MaskPutRect.Wdt; ++xcnt,++pPix)
255  // only if mask was used here
256  if (*pPix != MCVehic)
257  {
258  // calc position in landscape
259  int iTx=MaskPutRect.x+xcnt; int iTy=MaskPutRect.y+ycnt;
260  // restore pixel here
261  // The pPix-check ensures that only pixels that hads been overwritten by this SolidMask are restored
262  // Non-SolidMask-pixels should not happen here, because all relevant landscape change routines should
263  // temp remove SolidMasks before
264  assert(IsSomeVehicle(::Landscape._GetPix(iTx,iTy)));
265  if (IsSomeVehicle(::Landscape._GetPix(iTx, iTy)))
266  ::Landscape._SetPix2(iTx, iTy, *pPix, ::Landscape.Transparent);
267  // Instability
269  }
270  }
271  // Mask not put flag
272  MaskPut=false;
273  // update surrounding masks in that range
274  C4TargetRect ClipRect;
275  for (C4SolidMask *pSolid = C4SolidMask::Last; pSolid; pSolid = pSolid->Prev)
276  if (pSolid->MaskPut) if (pSolid->MaskPutRect.Overlap(MaskPutRect))
277  {
278  // set clipping rect for all calls, since they may modify it
280  // doubled solidmask-pixels have just been removed in the clipped area!
281  pSolid->MaskPut = false;
282  // re-put the solidmask
283  pSolid->Put(false, &ClipRect, false);
284  }
285 
286  // backup attachment if desired: Backup old pos and all objects that attach to or lie on the SolidMask
287  if (fBackupAttachment)
288  {
292  // Search in area slightly larger than SolidMask because objects might have vertices slightly outside their shape
294  C4LSector *pSct;
295  for (C4ObjectList *pLst=SolidArea.FirstObjectShapes(&pSct); pLst; pLst=SolidArea.NextObjectShapes(pLst, &pSct))
296  for (C4Object *pObj : *pLst)
297  if (pObj && pObj != pForObject && pObj->IsMoveableBySolidMask(pForObject->GetSolidMaskPlane()) && !pObj->Shape.CheckContact(pObj->GetX(),pObj->GetY()))
298  {
299  // avoid duplicate that may be found due to sector overlaps
300  bool has_dup = false;
301  for (int32_t i_dup = 0; i_dup < iAttachingObjectsCount; ++i_dup)
302  if (ppAttachingObjects[i_dup] == pObj)
303  {
304  has_dup = true;
305  break;
306  }
307  if (has_dup) continue;
308  // check for any contact to own SolidMask - attach-directions, bottom - "stuck" (CNAT_Center) is ignored, because that causes problems with things being stuck in basements :(
309  int iVtx = 0;
310  for (; iVtx < pObj->Shape.VtxNum; ++iVtx)
311  if (pObj->Shape.GetVertexContact(iVtx, pObj->Action.t_attach | CNAT_Bottom, pObj->GetX(), pObj->GetY(), DensityProvider(pForObject, *this)))
312  break;
313  if (iVtx == pObj->Shape.VtxNum) continue; // no contact
314  // contact: Add object to list
315  if (iAttachingObjectsCapacity == iAttachingObjectsCount)
316  {
318  C4Object **ppNewAttachingObjects = new C4Object *[iAttachingObjectsCapacity];
319  if (iAttachingObjectsCount) memcpy(ppNewAttachingObjects, ppAttachingObjects, sizeof(C4Object *) * iAttachingObjectsCount);
320  delete [] ppAttachingObjects;
321  ppAttachingObjects = ppNewAttachingObjects;
322  }
323  ppAttachingObjects[iAttachingObjectsCount++] = pObj;
324  }
325  }
326 
328 }
329 
331 {
332  // only if put
333  if (!MaskPut) return;
334  // set topface facet
336  // draw it
337  if (MaskPutRotation)
339  else
341 }
342 
343 
345 {
346  if (!MaskPut || !pSolidMaskMatBuff) return;
347  where.Intersect(MaskPutRect);
348  // reput background pixels
349  for (int y = where.y; y < where.y + where.Hgt; ++y)
350  {
351  for (int x = where.x; x < where.x + where.Wdt; ++x)
352  {
354  // only if mask was used here
355  if (*pPix != MCVehic) //
356  {
357  // restore
358  assert(IsSomeVehicle(::Landscape.GetPix(x,y)));
360  }
361  }
362  }
363 }
364 
366 {
367  if (!MaskPut || !pSolidMaskMatBuff) return;
368  where.Intersect(MaskPutRect);
369  // reput vehicle pixels
370  for (int y = where.y; y < where.y + where.Hgt; ++y)
371  {
372  for (int x = where.x; x < where.x + where.Wdt; ++x)
373  {
375  // only if mask was used here
376  if (*pPix != MCVehic)
377  {
378  // put
379  assert(::Landscape.GetPix(x,y)==*pPix);
381  }
382  }
383  }
384 }
385 
387 {
388  if (!MaskPut || !pSolidMaskMatBuff) return;
389  where.Intersect(MaskPutRect);
390  // reput vehicle pixels
391  for (int y = where.y; y < where.y + where.Hgt; ++y)
392  {
393  for (int x = where.x; x < where.x + where.Wdt; ++x)
394  {
396  // only if mask was used here
397  if (*pPix != MCVehic)
398  {
399  // record changed landscape in MatBuff
400  *pPix = ::Landscape.GetPix(x,y);
401  // put
403  }
404  }
405  }
406 }
407 
408 C4SolidMask::C4SolidMask(C4Object *pForObject) : pForObject(pForObject)
409 {
410  // zero fields
411  MaskPut=false;
412  MaskPutRotation=0;
413  MaskRemovalX = Fix0;
414  MaskRemovalY = 0;
415  ppAttachingObjects=nullptr;
418  // Update linked list
419  Next = nullptr;
420  Prev = Last;
421  Last = this;
422  if (Prev) Prev->Next = this;
423  else First = this;
424  // create mat buff to store the material replaced by the solid mask
425  // the upper left corner is here the [objpos]+rot([shapexy]+[targetxy]+[realWH]/2)-maxWH/2
426  MatBuffPitch = (int) sqrt(double(pForObject->SolidMask.Wdt * pForObject->SolidMask.Wdt + pForObject->SolidMask.Hgt * pForObject->SolidMask.Hgt))+1;
427  if (!(pSolidMaskMatBuff= new BYTE [MatBuffPitch * MatBuffPitch] )) return;
428  memset(pSolidMaskMatBuff, 0, MatBuffPitch * MatBuffPitch);
429 }
430 
432 {
433  Remove(false);
434  // Update linked list
435  if (Next) Next->Prev = Prev;
436  if (Prev) Prev->Next = Next;
437  if (First == this) First = Next;
438  if (Last == this) Last = Prev;
439  delete [] pSolidMaskMatBuff;
440  delete [] ppAttachingObjects;
441 }
442 
444 {
445  C4Rect SolidMaskRect(0,0,::Landscape.GetWidth(),::Landscape.GetHeight());
446  C4SolidMask *pSolid;
447  for (pSolid = C4SolidMask::Last; pSolid; pSolid = pSolid->Prev)
448  {
449  pSolid->RemoveTemporary(SolidMaskRect);
450  }
451 }
452 
454 {
455  C4Rect SolidMaskRect(0,0,::Landscape.GetWidth(),::Landscape.GetHeight());
456  C4SolidMask *pSolid;
457  // Restore Solidmasks
458  for (pSolid = C4SolidMask::First; pSolid; pSolid = pSolid->Next)
459  {
460  pSolid->PutTemporary(SolidMaskRect);
461  }
462 }
463 
464 C4SolidMask * C4SolidMask::First = nullptr;
465 C4SolidMask * C4SolidMask::Last = nullptr;
466 
467 
469 {
470  if (!SOLIDMASK_DEBUG)
471  return true;
472 
473  C4Rect SolidMaskRect(0,0,::Landscape.GetWidth(),::Landscape.GetHeight());
474  C4SolidMask *pSolid;
475  for (pSolid = C4SolidMask::Last; pSolid; pSolid = pSolid->Prev)
476  {
477  pSolid->RemoveTemporary(SolidMaskRect);
478  }
479  assert(!::Landscape.GetMatCount(MVehic));
480  // Restore Solidmasks
481  for (pSolid = C4SolidMask::First; pSolid; pSolid = pSolid->Next)
482  {
483  pSolid->PutTemporary(SolidMaskRect);
484  }
485  return true;
486 }
487 
488 CSurface8 *C4SolidMask::LoadMaskFromFile(class C4Group &hGroup, const char *szFilename)
489 {
490  // Construct SolidMask surface from PNG bitmap:
491  // All pixels that are more than 50% transparent are not solid
492  CPNGFile png;
493  StdBuf png_buf;
494  if (!hGroup.LoadEntry(szFilename, &png_buf)) return nullptr; // error messages done by caller
495  if (!png.Load((BYTE*)png_buf.getMData(), png_buf.getSize())) return nullptr;
496  CSurface8 *result = new CSurface8(png.iWdt, png.iHgt);
497  for (size_t y=0u; y<png.iHgt; ++y)
498  for (size_t x=0u; x<png.iWdt; ++x)
499  result->SetPix(x,y,((png.GetPix(x,y)>>24)<128) ? 0x00 : 0xff);
500  return result;
501 }
502 
504 {
505  MaskMaterial = set ? MCHalfVehic : MCVehic;
506  // TODO: Redraw
507 }
void Put(bool fCauseInstability, C4TargetRect *pClipRect, bool fRestoreAttachment)
Definition: C4SolidMask.cpp:32
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Definition: C4Facet.cpp:358
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int32_t GetX() const
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Definition: C4SolidMask.h:37
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Definition: C4SolidMask.h:72
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int32_t GetSolidMaskPlane() const
Definition: C4Object.cpp:4899
C4Real MaskRemovalX
Definition: C4SolidMask.h:34
int32_t iLastAttachMovementFrame
Definition: C4Object.h:127
C4ObjectPtr Contained
Definition: C4Object.h:144
int32_t Hgt
Definition: C4Rect.h:30
bool IsSomeVehicle(BYTE mat)
Definition: C4Material.h:226
C4Real Sin(const C4Real &fAngle)
Definition: C4Real.h:265
C4Shape Shape
Definition: C4Object.h:148
C4SolidMask(C4Object *pForObject)
void SetPix(int iX, int iY, BYTE byCol)
Definition: CSurface8.h:37
C4Surface * Surface
Definition: C4Facet.h:117
bool MaskPut
Definition: C4SolidMask.h:28
void Set(int32_t iX, int32_t iY, int32_t iWdt, int32_t iHgt, int32_t iTX, int32_t iTY)
Definition: C4Rect.cpp:45
float TargetY
Definition: C4Facet.h:165
BYTE * pSolidMaskMatBuff
Definition: C4SolidMask.h:42
C4SolidMask * Prev
Definition: C4SolidMask.h:74
static CSurface8 * LoadMaskFromFile(class C4Group &hGroup, const char *szFilename)
C4TargetRect SolidMask
Definition: C4Object.h:150
static const uint8_t Transparent
Definition: C4Landscape.h:50
int fixtoi(const C4Fixed &x)
Definition: C4Real.h:259
bool Load(BYTE *pFile, int iSize)
Definition: StdPNG.cpp:153
float Wdt
Definition: C4Facet.h:118
static void PutSolidMasks()
float X
Definition: C4Facet.h:118
static C4SolidMask * Last
Definition: C4SolidMask.h:73
const BYTE CNAT_Bottom
Definition: C4Constants.h:113
C4Real Cos(const C4Real &fAngle)
Definition: C4Real.h:266
BYTE MaskMaterial
Definition: C4SolidMask.h:44
void * getMData()
Definition: StdBuf.h:100
int32_t GetWidth() const
C4SolidMask * Next
Definition: C4SolidMask.h:75
C4GameObjects Objects
Definition: C4Globals.cpp:48
const C4Real Fix0
Definition: C4Real.h:312
bool _SetPix2(int32_t x, int32_t y, BYTE fgPix, BYTE bgPix)
int32_t GetDensity(int32_t x, int32_t y) const override
int32_t MaskRemovalY
Definition: C4SolidMask.h:35